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275 lines
6.1 KiB
275 lines
6.1 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - instancing test (single triangle)</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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color: #ffffff;
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font-family: Monospace;
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font-size: 13px;
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text-align: center;
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font-weight: bold;
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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position: absolute;
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top: 0px;
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width: 100%;
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padding: 5px;
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}
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a {
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color: #ffffff;
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}
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#webglmessage a {
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color: #da0;
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}
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#notSupported {
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width: 50%;
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margin: auto;
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border: 2px red solid;
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margin-top: 20px;
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padding: 10px;
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}
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - instancing demo (single triangle)
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<div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
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</div>
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<script src="js/libs/dat.gui.min.js"></script>
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<script src="../build/three.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/WebGL.js"></script>
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<script id="vertexShader" type="x-shader/x-vertex">
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precision highp float;
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uniform float sineTime;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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attribute vec3 position;
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attribute vec3 offset;
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attribute vec4 color;
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attribute vec4 orientationStart;
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attribute vec4 orientationEnd;
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varying vec3 vPosition;
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varying vec4 vColor;
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void main(){
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vPosition = offset * max( abs( sineTime * 2.0 + 1.0 ), 0.5 ) + position;
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vec4 orientation = normalize( mix( orientationStart, orientationEnd, sineTime ) );
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vec3 vcV = cross( orientation.xyz, vPosition );
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vPosition = vcV * ( 2.0 * orientation.w ) + ( cross( orientation.xyz, vcV ) * 2.0 + vPosition );
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vColor = color;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( vPosition, 1.0 );
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}
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</script>
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<script id="fragmentShader" type="x-shader/x-fragment">
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precision highp float;
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uniform float time;
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varying vec3 vPosition;
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varying vec4 vColor;
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void main() {
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vec4 color = vec4( vColor );
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color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
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gl_FragColor = color;
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}
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</script>
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<script>
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if ( WEBGL.isWebGLAvailable() === false ) {
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document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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}
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var container, stats;
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var camera, scene, renderer;
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
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camera.position.z = 2;
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scene = new THREE.Scene();
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// geometry
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var vector = new THREE.Vector4();
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var instances = 50000;
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var positions = [];
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var offsets = [];
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var colors = [];
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var orientationsStart = [];
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var orientationsEnd = [];
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positions.push( 0.025, - 0.025, 0 );
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positions.push( - 0.025, 0.025, 0 );
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positions.push( 0, 0, 0.025 );
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// instanced attributes
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for ( var i = 0; i < instances; i ++ ) {
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// offsets
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offsets.push( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
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// colors
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colors.push( Math.random(), Math.random(), Math.random(), Math.random() );
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// orientation start
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vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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vector.normalize();
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orientationsStart.push( vector.x, vector.y, vector.z, vector.w );
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// orientation end
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vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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vector.normalize();
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orientationsEnd.push( vector.x, vector.y, vector.z, vector.w );
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}
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var geometry = new THREE.InstancedBufferGeometry();
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geometry.maxInstancedCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
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geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
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geometry.addAttribute( 'offset', new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 ) );
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geometry.addAttribute( 'color', new THREE.InstancedBufferAttribute( new Float32Array( colors ), 4 ) );
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geometry.addAttribute( 'orientationStart', new THREE.InstancedBufferAttribute( new Float32Array( orientationsStart ), 4 ) );
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geometry.addAttribute( 'orientationEnd', new THREE.InstancedBufferAttribute( new Float32Array( orientationsEnd ), 4 ) );
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// material
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var material = new THREE.RawShaderMaterial( {
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uniforms: {
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"time": { value: 1.0 },
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"sineTime": { value: 1.0 }
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},
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
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side: THREE.DoubleSide,
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transparent: true
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} );
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//
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var mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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//
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
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document.getElementById( 'notSupported' ).style.display = '';
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return;
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}
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//
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var gui = new dat.GUI( { width: 350 } );
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gui.add( geometry, 'maxInstancedCount', 0, instances );
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//
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stats = new Stats();
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container.appendChild( stats.dom );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var time = performance.now();
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var object = scene.children[ 0 ];
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object.rotation.y = time * 0.0005;
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object.material.uniforms[ "time" ].value = time * 0.005;
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object.material.uniforms[ "sineTime" ].value = Math.sin( object.material.uniforms[ "time" ].value * 0.05 );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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